Writing a good model description
3 min read
How close a result lands depends mostly on how concrete the description is. The gap between "a nice table" and "a dark oak table with iron legs, one block wide" is as large as the gap between two different AI models. Here is what works and what does not, with examples.
Four habits
1. Give the size in blocks
This alone makes the biggest difference. Models described without a size almost always come out larger than expected, because nothing in the description bounds them.
| Weak | Better |
|---|---|
| A big fountain | A fountain two and a half blocks tall |
| A small lantern | A lantern one block tall and half a block wide |
| A long table | A table two blocks wide and one block deep |
2. Name the material
Not "wood" but "dark oak"; not "stone" but "chiselled stone". The material name sets both the colour and the pattern; left vague, the most generic option is picked.
With more than one material, say which part is which: "dark oak body, iron bands, pale blue glass".
3. Say how it sits
On the floor, on a wall, held in the hand. Stance directly determines how the model is built: a held object has its grip at the bottom, a wall-mounted one has its mounting face at the back.
The style picker already does part of this. "Furniture" builds something resting on the ground; "Weapon and tool" builds something held; "Cosmetic" builds something worn on the player and sizes it against them.
4. Say what makes it distinctive
Write whatever separates this object from every other one of its kind. That a lantern is a lantern is enough; what makes it interesting is "the ring on top" or "the iron bands down its sides".
An iron-banded street lantern with glass panes. Glass on all
four sides of the body with a yellow light inside. A conical iron
cap on top with a small ring at its peak. One block wide,
two blocks tall.Three things that do not work
Mood and style adjectives
"Cool", "epic", "legendary", "stunning" — none of these carry geometric information, and they eat your character budget. Write what you see instead: "gold inlay", "chipped edges", "covered in moss".
Asking for several objects
"A café corner with tables, chairs and a counter" asked for as one model comes back as a crowded, odd pile. Generate each object separately; arranging them in game was always going to be your job.
Detail nobody will see
Internal mechanisms, writing on the back face, a recess under a lid — details invisible in game spend part budget and sometimes distort the outside of the model.
If you do not like it, do not start over
When the result is close but one detail is wrong, rewriting the description is the worst option: a new run reinterprets everything, and the parts you liked change too.
Ask for the change instead: "make the wings a bit bigger", "darken the colour", "make the legs thinner". The original model is kept and only what you named changes. The first two changes on any model are free.
What the style picker changes
| Style | What it does |
|---|---|
| General | No extra assumptions. Exactly what you wrote. |
| Furniture | Builds an object resting on the ground at room scale. |
| Weapon and tool | A held object; grip at the bottom, long axis vertical. |
| Creature | A standing being with a head, body, limbs and a face. |
| Cosmetic | Something worn on the player, sized against them. |
The style does not replace the description, it adds to it. Pick the wrong one and the scale and stance will be off; the most common mistake is generating a hat under the "Furniture" style.
Common questions
- How long should a description be?
- The limit is 500 characters but length is not the goal. With size, material, stance and one distinctive detail, most objects are described in 200-300.
- Should I write in English or Turkish?
- Both work, and both are read with the same accuracy. Which language you write in does not change the result.
- Do I lose a credit if I don't like the result?
- Not if you ask for a change: the first two changes on any model are free. Runs that fail for technical reasons are refunded automatically.